Magik is the only melee Duelist whose survivability is an offensive stat. Limbo’s Might turns 30% of every point of damage she deals into bonus health, so the way she survives a fight is to stay in one. Her kit is a teleport-dash-melee blender: Stepping Disc for invulnerability and repositioning, Umbral Incursion for the launch, and Darkchild for the window where three hits land per swing.
Role and difficulty
Duelist. Magik has 150 health plus a 125-point regenerative shield — 275 effective health. Difficulty Hard (3/5). She plays as a flanker against backlines when her team has two Vanguards, or as a semi-tank closer when it does not, and she needs to be inside melee range for her damage to matter.
Abilities and what they actually do
- Soulsword (Normal Attack, Magik form): Key numbers: DAMAGE — 75; RANGE — 6.5m.
- Darkchild (Abilities, Magik form): Transform into Darkchild, gaining enhancements to all her abilities. Key numbers: DURATION — 12s; CAST TIME — 0.8s.
- Magik Slash (Abilities, Magik form): Key numbers: DAMAGE — 45 - 81 (max damage achieved after 1.2s of charging); COOLDOWN — 6s; PROJECTILE SPEED — 80m/s.
- Stepping Discs (Abilities, Magik form).
- Eldritch Whirl (Abilities, Magik form): Key numbers: DAMAGE — 50; RANGE — Cylindrical spell field with a radius of 6m and a height of 5m.
- Demon’s Rage (Abilities, Magik form): Key numbers: DAMAGE — 20 per hit; RANGE — Length: 6.5m, Width: 3m, Height: 3m.
- Umbral Incursion (Abilities, Magik form): Dash forward and enemies airborne. Key numbers: DAMAGE — 85; COOLDOWN — 8s.
- Limbo’s Might (Abilities, Magik form): Convert damage inflicted on enemies into to herself.
- Soulsword (Normal Attack, Darkchild form): Key numbers: DAMAGE — Cause 3 instances of damage every 0.15s on hit, each dealing 35 damage; RANGE — 10m.
- Magik Slash (Abilities, Darkchild form): Key numbers: DAMAGE — 90 - 180 (max damage achieved after 1.8s of charging); COOLDOWN — 3s; PROJECTILE SPEED — 100m/s.
- Stepping Discs (Abilities, Darkchild form).
- Eldritch Whirl (Abilities, Darkchild form): Key numbers: DAMAGE — Cause 3 instances of damage every 0.25s on hit, each dealing 45 damage; RANGE — Cylindrical spell field with a radius of 12m and a height of 5m.
- Demon’s Rage (Abilities, Darkchild form): Key numbers: DAMAGE — 25 per hit; RANGE — Length: 6m, Width: 3m, Height: 3m.
- Umbral Incursion (Abilities, Darkchild form): Dash forward and enemies airborne. Key numbers: DAMAGE — 140; COOLDOWN — 6s.
- Limbo’s Might (Abilities, Darkchild form): Convert damage inflicted on enemies into to herself.
Limbo’s Might and the swing-melee cancel
Limbo’s Might grants bonus health equal to 30% of damage dealt, capped at 150 — that cap is her effective health bar, and it only refills while she is fighting. The wiki’s core mechanical tip: her basic swing is slow, so follow every Soulsword swing with an immediate melee jab to cancel the animation and raise your damage output. Magik Slash is her only ranged attack — it pierces, it has no falloff, and it charges, so open combos with it. Umbral Incursion dashes 16 meters for 85 damage and launches the target on hit, on an 8-second cooldown. Stepping Disc teleports you with full damage immunity and unlocks Eldritch Whirl (50 damage around you) and Demon’s Rage (a stationary demon slicing for 20 damage four times per second). Chain Stepping Disc into Umbral Incursion for up to 30 meters of near-instant movement. Darkchild makes Soulsword and Eldritch Whirl hit three times per swing with extended range and doubles Magik Slash — that is your kill window.
How to play Magik
- Cancel every Soulsword swing with a melee jab; the raw swing combo is too slow on its own.
- Open with Magik Slash — it pierces, has no falloff, and sets up the melee combo.
- Dash with Umbral Incursion to launch the target, then chain melee while they are airborne.
- Use Stepping Disc to dodge a burst, then immediately Eldritch Whirl or Demon’s Rage in the 3-second window.
- Chain Stepping Disc into Umbral Incursion for 30 meters of escape or chase.
- Pop Darkchild when the enemy is committed — three hits per swing deletes anyone caught in range.
Matchups
Magik deletes isolated backline heroes and out-duels anyone who fights her at melee range, because her bonus health out-scales their burst. Kiting comps that never let her close are her problem, and she is the only melee Duelist whose normal attacks suffer falloff — she must be right on top of the target. Her 150 base health means one mistake without Limbo’s Might stacks is a death.
Strengths (per the wiki):
- A sword-wielding skirmisher with great survivability, who excels at close-range combat, capable of getting in and out of fight using her Stepping Disc portals and Umbral Incursion.
- Has the highest melee range in the game due to her large sword hitbox.
- Her passive, Limbo’s Might, converts 30% of all damage done into bonus health, up to a maximum of 150. This gives Magik amazing survivability as long as she continuously strikes at her enemies.
- Her primary fire, Soulsword, consists of slashes in a wide arc in front of her.
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- Players can frame cancel the endlag animation of these attacks by using any of her other abilities.
- Her secondary fire, Magik Slash, is a charge-up attack that launches a projectile in a straight line. The damage increases based on charge time.
- Unlike most melee-oriented characters, Magik has a different attack for the dedicated melee bind, which is a short-range pummel with the hilt of the sword.
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- This does not deal a lot of damage compared to her other attacks but it is very quick, and can be used to cancel her primary fire at any point during the swing. Melee can be used to quickly deal follow-up damage immediately after her sword swing connects.
- Umbral Incursion is a quick dash forward that covers a decent distance. Upon connection with an enemy, Magik will follow up with a rising slash that launches her opponents upwards.
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- This ability gives Magik a lot of mobility and flexibility, as it can be used both offensively and defensively.
- Stepping Discs are Magik’s main mobility and survivability tool. Magik is completely immune to damage while inside the portal, as well as briefly while entering and exiting them. This ability has two charges. Upon exiting a portal, she can execute two different attacks depending on the button input:
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- By pressing primary fire, she executes Eldritch Whirl, a full 360° spin that deals reduced damage in a wide area around her.
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- By pressing secondary fire, she uses Demon’s Rage, which temporarily summons a small, stationary Limbo demon that repeatedly strikes the air in front of it.
- Her Ultimate, Darkchild, temporarily transforms Magik into her demonic form, which enhances all her abilities:
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- Enemies hit by Soulsword will be hit by another two delayed slashes in addition to the initial slash.
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- Magik Slash is faster, deals much higher damage, and has a shorter cooldown.
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- Umbral Incursion is faster, covers more distance, deals more damage, and has a shorter cooldown.
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- Stepping Discs’s teleporting is faster and has a shorter cooldown.
- ** Eldritch Whirl deals two delayed slashes in addition to the initial slash and covers double the radius.
- ** Demon’s Rage deals more damage and the demon has higher health.
- Magik is the only melee-oriented character whose normal attacks are affected by damage distance falloff.
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- This means she needs to be very close to her opponents in order to maximize her damage.
- Her survivability is very conditional, as it depends on her dealing constant damage to trigger Limbo’s Might and gain bonus health.
- Has no ranged attacks aside from Magik Slash, which has a cooldown.
Weaknesses (per the wiki):
- Magik is the only melee-oriented character whose normal attacks are affected by damage distance falloff.
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- This means she needs to be very close to her opponents in order to maximize her damage.
- Her survivability is very conditional, as it depends on her dealing constant damage to trigger Limbo’s Might and gain bonus health.
- Has no ranged attacks aside from Magik Slash, which has a cooldown.
Team-ups
- Chain of Cyttorak (with Doctor Strange, Season 9.0: The Mystery of Thebes): Chain of Cyttorak can tether two enemies simultaneously, dragging both targets to the same location. Enhanced: When teaming up with Doctor Strange, Chain of Cyttorak can tether multiple enemies at once, pulling the entire group to a singular point.
- Void Pentagram (with The Hood, Season 9.0: The Mystery of Thebes): Casting Stepping Discs within a Void Magic Circle refunds energy, and each use of Stepping Discs summons a Limbo Demon. Enhanced: When teaming up with The Hood, the summoned Limbo Demons have heavily increased Health and a wider attack range.
Related guides
- Heroes Database
- Abilities Database
- Flank Routes Guide
- How To Play Doctor Strange
- How To Play The Hood
Common mistakes
- Swinging without the melee-jab cancel and losing half your damage output
- Fighting at range, where Magik Slash is on cooldown and her swings fall off
- Letting Limbo’s Might sit at zero before engaging — 150 bonus health is her real health bar
- Using Stepping Disc as an engage without planning the Whirl or Demon’s Rage follow-up
- Holding Darkchild for a perfect moment and missing the only kill window in the fight